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Posted by Rock, Paper, Shotgun Apr 10 2014 16:30 GMT
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Transistor, Supergiant’s second game and follow-up to the chatty Cathy that was Bastion, is almost upon us. I don’t mean that in a stalkery murderous way, but in a release datey way. The strategic sci-fi RPG has already tickled Nathan to the point of hyperventilation, and the rest of us can join in the wheezing and gasping on May 20th. Can someone get Nathan a paper bag?

… [visit site to read more]


Posted by Kotaku Apr 10 2014 15:03 GMT
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Transistor—the pretty new game from the folks behind Bastion—will be out for PS4 and PC on May 20. Killer. It'll be playable at PAX East this weekend, too.Read more...

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Posted by Rock, Paper, Shotgun Mar 25 2014 11:00 GMT
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As a semi-longtime games journo (and hobbyist coal miner), I’ve seen my fair share of diamonds in the rough. Some eventually go the distance and gleam like a million smiling suns, while others… well, they don’t fare so well. And yet, even after losing countless hopefuls (and also canaries), I’m not ready to give up hope on promising upstarts like Lemma. The rune-encrusted run-leaper has evolved significantly since Adam first highlighted it, combining the path-producing footfall’s of something like Bastion with Mirror’s Edge‘s feather-like grace and, er, color scheme. It still looks a little janky, but I’m ready to place two of my crossed fingers before its altar. New trailer below.

… [visit site to read more]


Posted by IGN Dec 04 2013 22:41 GMT
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Bastion's genre-bending soundtrack combines and remixes unlikely elements into a single, impressively cohesive sonic creation.

Posted by Joystiq Aug 02 2013 17:00 GMT
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Logan Cunningham, known as the voice behind Bastion narrator Rucks, is lending his pipes to an interactive radio drama for iOS, Codename Cygnus. Developed by Reactive Studios, the project is seeking $11,000 on Kickstarter by August 11 to fund more episodes in its story arc.

Cunningham's role in the story is that of the "first spy nemesis," and will deliver a "villainous speech" in the first episode, slated to launch this month. Each episode is expected to run between 15 and 20 minutes, "although the total playable content will be a lot more," the project page notes. Sarah Elmaleh (Skulls of the Shogun, Gone Home, Resonance) and Chris Ciulla (Fallout: New Vegas) are two of the 25+ voice actors that are also involved in the project.

Codename Cygnus offers a simple UI and voice recognition for listeners to audibly direct how each episode plays out. The project is currently sitting at $7,388 in funding with nine days left in the campaign.

Posted by Kotaku Jul 18 2013 22:30 GMT
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Supergiant Games, makers of Bastion and the upcoming Transistor, would like you to know that they're totally cool with you streaming "Let's Play" videos of their games.Read more...

Posted by Joystiq Jul 02 2013 16:30 GMT
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Warner Bros. Interactive Entertainment flicked its magical money wand this morning, exclaiming "MOBILIUM DISCOUNTIOSUM," and now all its mobile games on the iOS App Store are priced at $0.99 for the week. There's also a discounted selection of games similarly priced on Google Play.

The iOS sale includes Bastion, Scribblenauts Remix, Baman Arkham City Lockdown, Man of Steel, LEGO Harry Potter Years 5-7, LEGO Batman DC Superheroes and Midway Arcade. If you've somehow missed out on Bastion, at a dollar it's a must. We're surprised iOS devices around the world didn't spring to life for a second and download it themselves.

The Google Play sale includes Man of Steel, Batman: Arkham City Lockdown and Scribblenauts Remix for the same price. You're still reading? Have you not yet downloaded Bastion?

Posted by Rock, Paper, Shotgun Jun 20 2013 13:00 GMT
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Oh goodness gracious me oh my oh tickle me red and green and black and gold and all the colors of the cyberpunk noir rainbow, Bastion developer Supergiant’s Transistor is looking magnificent. Sure, at first glance it doesn’t seem to have fallen far from the narration-prone, hack-’n'-slash-heavy tree, but there’s no denying that this place feels just as uniquely alluring as Bastion’s pastel paradise. Plus, other bright spots – for instance, the entire combat system – crackle with intrigue, making this one to watch by any measure. And watch it you can, right this very moment. 18 whole minutes, in fact, just after the break.

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Posted by Joystiq Jun 12 2013 19:00 GMT
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During a Transistor demo session at E3, Supergiant Games' Greg Kasavin confirmed that the studio's first game, Bastion, has sold over two million copies. "Bastion has done really well for us; it's sold over two million copies across all platforms," Kasavin said. "That puts us in a position to make games on our own terms and take the time needed to get it right."

Part of that success was the seven-man team's pursuit of creating something "worth a damn" and not disappointing each other, Kasavin added. "Games take a lot of time and a lot of money, so we just wanted to make something that made people feel like they didn't waste their time or money playing it."

Back at DICE in February, Supergiant founder Amir Rao said Bastion had reached 1.7 million sales.

Posted by Kotaku May 15 2013 22:00 GMT
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If you liked 2010’s excellent, emotional action RPG Bastion, then listen to Amir Rao—co-founder of dev studio Supergiant Games—talk about the art of level design on the Critical Path Project.

Posted by Joystiq Apr 23 2013 00:20 GMT
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The Spring Sale over at Gamersgate continues with a nice daily deal on Bastion, Supergiant Games' wonderful action-RPG, for $3.75. Other deals today include Endless Space for $17.48 and half-off the Double Fine bundle, a collection of Brutal Legend, Costume Quest, Psychonauts and Stacking for $22.50.

This sale is bolstered by ongoing weekly deals, such as the S.T.A.L.K.E.R. Collection for $12, Sine Mora for $4.98, Trine 2 for $3.75, Legend of Grimrock for $5.10 and Sonic Spinball for $1.70 - the full nine-page list is available through the source link below. Last week showcased the IndieFort Spring Bundle, comprised of AI War: Fleet Command, Sanctum, Zigfrak, Fortune Winds: Ancient Trader and an alpha version of Underall.

Posted by Rock, Paper, Shotgun Apr 01 2013 08:00 GMT
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Bastion was absolutely marvelous, and Transistor – aka, Bastion 2: Cyberpunk Boogaloo – very much looks to be following in its pathway summoning footsteps. But while surface-level similarities (a Logan-Cunningham-voiced narrator-type, bleak yet beautiful environments, a silent main character, isometric perspective, etc) might suggest a familiar experience, Supergiant definitely isn’t sticking to Bastion’s straight-and-narrow. Case in point: Transistor isn’t entirely a solo affair. As part of a gigantic interview/preview session (the full results of which you’ll see very soon), creative director Greg Kasavin explained to RPS that the action/turn-based tactics RPG hybrid will include a fairly novel form of multiplayer functionality.

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Posted by Kotaku Mar 19 2013 16:13 GMT
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#transistor If you ask me, Supergiant Games' Bastion was one of the best games to come out in the last few years. So, a new game from that indie dev studio is great news. More »

Posted by Rock, Paper, Shotgun Feb 22 2013 09:00 GMT
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When I say “Supergiant,” what do you think of? No, no, after an image of a particularly muscular giant wearing a cape. OK, no, but before the word loses all meaning and deconstructs into “Superg Iant,” which… what? Yes, correct, you think of Bastion. And that’s perfectly fair. After all, it is, so far, the only game that’s found the magically materializing path out of the little colossus that could’s lair. So naturally, SG’s “the Bastion company” in the eyes of most. It does twangy Western-flavored tales and narrators with voices made of gravel-bedazzled silk. But, while there are certainly far worse ways to be pigeonholed, co-founder Amir Rao isn’t interested in confining his company to a nigh-inescapable box.

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Posted by Joystiq Feb 06 2013 20:15 GMT
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Speaking at DICE today, Supergiant Games founder Amir Rao mentioned that Bastion has sold 1.7 million copies across all available platforms.

Rao's presentation at the annual executive conference explained how Supergiant Games went about porting Bastion from XBLA to PC and mobile. The company's porting team was ... well, it was eight people that composed the entire company. Staggering the releases of Bastion allowed them to keep the quality high and test ideas as the game expanded to other systems.

"We didn't lose an opportunity by not sim [simultaneously] shipping," said Rao. He pointed to his employment experience at EA, and simultaneously shipping Red Alert 3 for PC and Xbox, as an example of split focus.

Bastion's slow multiplatform creep has been successful, with over 90 percent of sales occurring after its original launch month. Rao didn't mention any more upcoming ports of Bastion, but says it's the number one request they receive at Supergiant.

Posted by Giant Bomb Dec 29 2012 18:00 GMT
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Greg Kasavin is a writer/designer at Supergiant Games, the small independent studio that created Bastion. Prior to joining Supergiant, Greg worked at 2K Games, Electronic Arts, and GameSpot. He's @kasavin on Twitter.

My list surely would have been different had I spent more time playing some of this year's big AAA titles (especially Max Payne 3, Dishonored, Halo 4, and Far Cry 3), as well as a couple of Japanese RPGs I've been meaning to get to (namely Xenoblade Chronicles and Persona 4: Golden). But then, the games on this list--especially my #1--pulled me away from most everything else. Here are my favorites from this year:

10. Spec Ops: The Line

I debated whether to include this on my list since I worked on it for a year of my life. But it was a much bigger project than just my one year, and it spent long enough in the works after I left that I felt a detachment from it when I finally sat down to play the finished version. What I found in it was the only shooter of 2012 that compelled me to play all the way through from start to finish. I respect the narrative ambitions of this game, and the story turns at the conclusion were memorable and poignant.

9. Dust: An Elysian Tail

Dust quickly won me over with its good-natured humor, beautiful animation, well-crafted controls, and heartfelt storytelling. It felt like an homage to classic side-scrolling action games, without being nostalgic for the sake of it. That the game was built almost entirely by just one person still boggles my mind. This was easily my favorite of this year's Summer of Arcade lineup, and was the only game this year that my daughter (who was six at the time) enjoyed almost as much as I did.

8. FTL: Faster Than Light

Legendary game designer Sid Meier said that a good game is a series of interesting choices. FTL: Faster Than Light is an excellent example of this. The premise of managing the small crew of a doomed starship voyage is already good. But the way this game is structured, as a series of unpredictable, exciting, dangerous hyperspace jumps, is flat-out brilliant. FTL strikes an excellent balance between having a crafted tone with tantalizing bits of narrative along with a randomized structure that ensures no two sessions ever play out the same way. For good measure, the soundtrack is fantastic. Very inspiring stuff.

7. Hotline: Miami

The violence in Hotline: Miami is at times shocking and at times numbing, at times exciting and at times sobering. This is a game that uses violence fully, not just for thrills. It knows what the violence is there for, and every gory detail seems deliberate. And the feel of the whole thing is just so fast and brutal, like a cross between Super Meat Boy and Smash TV. Then there's the soundtrack, a pitch-perfect score for all the depravity, probably my favorite game soundtrack of the year. This game was made by just a couple of people. Maybe it shows, considering it's quite simple, but unlike most games released this year, I won't soon forget this one. Hotline: Miami and its dizzying nihilism reminded me of Killer7, one of the most memorable games I've played in the last decade.

6. Fez

I loved exploring the deceptively lighthearted, serene, and mysterious world of this game, and felt its central mechanic of perspective-shifting was ingenious and interesting all throughout. I really admire that Fez manages to be so enthralling and challenging despite being completely devoid of enemies or combat. The entire presentation is beautiful in a way that's very true to games. While many games aspire to standards of beauty from other media, Fez has the confidence to be a game through and through, and every aspect of it is gamelike in the best sort of way.

5. Journey

I had high hopes for the next game from the creators of Flower, and Journey lived up to all my expectations. This is a game whose themes are communicated with complete fluency yet without depending on any traditional methods of storytelling. The brevity of the experience felt wholly appropriate given the subject matter, and even so, Journey gave me numerous moments of stunning beauty. Few games manage to create a sublime feeling, especially without resorting to intense action, but Journey did this for me.

4. XCOM: Enemy Unknown

I'm old enough to remember the original classic that XCOM: Enemy Unknown is based on, and couldn't have been more impressed by how well this remake captured the tension-filled emotional roller-coaster experience that made the original so memorable. Not only is the new game's presentation outstanding, but the distinctive X-COM feel is there. You wouldn't expect for a turn-based game to be this scary or suspenseful but XCOM really delivers those feelings as well as a genuine sense of triumph when, once in a while, good tactics combine with a little luck.

3. Hero Academy

This asynchronous turn-based tactics game for iPhone and iPad is the first free-to-play game that earned my time as well as my money. I played this game for months and months, each day looking forward to my opponents' next set of moves so I could try to outsmart them once more. It's both deterministic and random in all the right ways, resulting in matches that always feel different. The design is simple and brilliant--you can experiment as much as you want, trying different tactics before committing your turn. The cartoony look is welcoming and the different armies and units are surprisingly different and interesting. This is an elegant game, very well designed and executed. It's very fun.

2. The Walking Dead

At first I was reluctant to start playing this series, because I feel like I know how these types of stories are going to end. I'm not really a fan of the comic or the TV show, or at least, I wasn't before I played through these games. Going in, I figured I wasn't going to let myself get emotionally invested in a bunch of no-doubt-disposable characters. But I did get invested, thanks to lots of great writing and a cast that couldn't be more unconventional for a game. This is powerful stuff. I rarely get emotional when I play games, but at several points in The Walking Dead, I came close. As far as I'm concerned, The Walking Dead picks up the baton from last year's The Witcher 2 for having the best, most meaningful character interactions of any game, in a plot that keeps hurtling forward. I loved the conclusion of this series, which made me look back on the whole experience in the best sort of way.

1. Dota 2

Nothing else comes close. Not this year. For the first time in as long as I can remember, there's really no contest when I think back on what was my favorite game of the past 12 months. I first tried Dota 2 back in January, on the recommendation of one of my colleagues who's been a fan ever since the Defense of the Ancients mod started gaining popularity in the Warcraft III days. Valve's take on that game looked intriguing, but then, I knew it was immensely complicated and I figured my days of sinking countless hours into competitive multiplayer games, from fighting games to real-time strategy games, were behind me. Well... I was wrong. Dota 2 hit me very, very hard. I've logged hundreds of hours with the game this year, and often played it long into the night, losing track of time. Here is a game that combines my love of fighting games with my love of strategy games, along with that special touch that Valve games tend to have. I think the thing I most love about Dota 2 is that it's so complex that it takes up seemingly 100% of my mental capacity just to play it. Though the experience is very intense, at the same time it's just completely engrossing. I love almost everything about this game – the design quirks, the cast of characters, the distinct feel of different abilities, the pace of a given match. It's an intimidating game to learn, but it's the best, most rewarding game I've played in a long time.


Posted by Joystiq Nov 14 2012 21:00 GMT
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Bastion for iPad is now a universal app with support for iPads 2-4, iPhone 5, iPhone 4S and 5th generation iPod touch. Developer Supergiant announced the update on its site today, noting it includes upgrades such as full optimization for the iPhone 5 screen and iCloud support (to transfer saves).

The developer previously stated it "felt the game experience would not translate well to the iPhone's smaller screen," but the launch of the iPhone 5 had them take another look. Bastion is currently $4.99 and the update is free if you already own the game on iPad.

Posted by Kotaku Sep 04 2012 03:00 GMT
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#fineart Jen Zee works at Supergiant Games. A small indie team, Jen is art director (and part-time badass cosplayer), meaning she's the main one to thank for the amazing colours and vibrant world of Bastion, one of the best-looking video games in recent memory. More »

Posted by Kotaku Aug 31 2012 20:00 GMT
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#bastion Supergiant Games' award winning action role-playing game Bastion is now available on the iPad, and it's one of the best experiences you can have with the Apple tablet. Just don't ruin it by playing without headphones. More »

Posted by Giant Bomb Aug 29 2012 18:37 GMT
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One significant difference with Bastion on iPad is the aspect ratio; it's 4:3 instead of 16:9.

Those Supergiant Games guys ‘n gals know how to keep a secret. Bastion arrives on iPad tomorrow.

The tweaked version of Bastion, which includes a revamped approach to combat specifically designed to accommodate touch controls, will be available in your country’s App Store in the next day. If you want something more traditional, there is the option to play with virtual analog sticks.

With the touch-based controls, touching anywhere on the screen moves The Kid around, touching and holding your finger triggers running, a double tap rolls him in that direction, and firing of weapons happens automatically.

Based on this new approach, some of the weapons and upgrades have been changed slightly, but the iPad version doesn’t feature any new narrative content. There is, however, some new dialogue. The Stranger’s Dream sequence, which was released as downloadable content elsewhere, is included.

This version of the game costs $4.99, and there aren’t any current plans to release it on iPhone.

“We also felt the game experience might not translate well to the iPhone’s smaller screen, so we decided to focus only on the iPad in this case,” said the studio. “That said, we appreciate the interest in having a version of the game on the smaller device, and haven’t ruled anything out for the future.”

You’ll also need at least an iPad 2 to run Bastion, as developers begin leaving the original iPad behind.


Posted by Joystiq Aug 29 2012 16:18 GMT
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The kid is sauntering over to Apple's iPad tomorrow in Bastion from Supergiant Games. New Zealanders - beyond the beautiful rolling hills and verdant greenery - get iOS games ahead of the rest of the planet due to the position of the sun and how that relates to our definition of time, you see, so it's already available in that territory. The game has a set launch date of August 30, but some territories are already in the future.

Anyway, Bastion's iPad-only for now, which Supergiant says was a decision made due to "technical reasons." Additionally, the team, "felt the game experience would not translate well to the iPhone's smaller screen."

When it arrives on the US App Store, it'll cost $4.99 and there's no demo version - you could always try it out in Google Chrome first? Don't hesitate to let us know if you see it pop up on our digital shores, which should be sometime tonight around 11PM ET. And head over to Supergiant's page for a ton more info about the new release.

Update: This story was updated to reflect the official announcement of Bastion on iOS.

Posted by Valve Jun 12 2012 00:22 GMT
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An update to Bastion has been released. The major changes include:

- Fixes screen flickering/stuttering for certain Mac users
- Fixes OS X 10.5 crashes on startup

Posted by Kotaku Jun 01 2012 00:20 GMT
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#bastion One of Bastion's defining aspects is its music. A combination of digging folk guitar and trippy beats, Darren Korb's soundtrack was one of the very best of 2011. More »

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Posted by Giant Bomb May 31 2012 18:25 GMT
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If you are a person who does not want to play any of these games, you are not someone I would care to know. To you, fictional person who hates great games, I say GOOD DAY.

Posted by Valve May 04 2012 22:22 GMT
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An update to Bastion has been released. The major changes include:

- Fix startup crashes for some older model Macs

Posted by Valve May 04 2012 16:37 GMT
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An update to Bastion has been released. The major changes include:

- [Mac OSX] Fixes to crash on level of "Workmen Ward" for certain iMac users.
- [Mac OSX] Fixes to misc crash issues based on user-submitted reports. Thanks again to everyone who's taken the time to send crash logs.
- [Mac OSX] Wireless 360 Controller support via wireless receiver

Posted by Kotaku Apr 07 2012 23:30 GMT
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#bastion You can see many of the ideas behind what would become indie gem Bastion in its original 2009 prototype, which developer Supergiant Games is showing off at its booth during this weekend's PAX East. But it sure looks different. More »

Posted by Kotaku Mar 15 2012 23:20 GMT
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#bastion I (and everyone else on the planet basically) loved the music to Bastion. Now, SuperGiant is selling sheet music for four of the songs from the game. More »